Arlock: For Pathfinder Edition
Arlock: For Pathfinder Edition
Arlock: For Pathfinder Edition
Warlock
The warlock is an enigma, a person so infused with magic that he manifests power with no training. While his repertoire of effects is small, he has little or no limits on the amount of times he can use them. Warlocks are chaotic creatures at heart, perhaps as a result of the wild magical energy that courses through their veins. They tend to be selfish and dont work well in a rigid command structure.While understanding the need to stay within a group, the warlock wont hesitate to leave the group to pursue something interesting. Warlocks generally adventure for curiosity or profit. Warlocks come from varied backgrounds. It is notknown how or why the magic picks them; it just does. A common thought is that the warlock has aberration, elemental, fey, or outsider blood in his veins. Many warlocks are driven out of their communities and left to fend for (leading to many scholarly debates about nature vs. nurture in regards to the warlocks allegiance to chaos).
Role: The warlock is a support class. He only has a few arcane tricks up his sleeve,
but he can be relied on to provide them on a regular basis. While not a good substitute for a sorcerer or wizard, the warlock is a great supplement to one. Alignment: Any chaotic Hit Die: d8.
Class Skills
The Warlocks class skills are; Acrobatics (Dex), Bluff (Cha), Craft (Int), Concentration (con) Disguise (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Int), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (cha)(Cha). Skill Ranks Per Level: 2 + Int modifier.
Class Features
The following are class features of the Warlock; Weapon and Armor Proficiency: Warlocks are proficient with simple weapons and light and medium armor and shields (not including tower shields). A warlock wearing light armor does not incur spell failure chance when using an invocation.
Eldritch Blast (Sp): The first ability a warlock learns is eldritch blast. A warlock attacks his foes with eldritch power, using magical energy to deal damage and sometimes impart debilitating effects upon his foes. An eldritch blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An eldritch blast deals 1d6 points of damage and increases in power as the warlock rises in level. An eldritch blast is an invocation that is the equivalent of a 1st-level spell. If you apply a blast shape or eldritch essence invocation to your eldritch blast, your eldritch blast uses the level equivalent of the shape or essence (whichever is higher). An eldritch blast is subject to spell resistance, although effects that increase caster level to overcome spell resistance also apply to eldritch blast. Eldritch blast deals half damage to objects and metamagic feats cannot be used in conjunction with eldritch blast (because it is a spell-like ability, not a spell).However, the feat Ability Focus (eldritch blast) will increase the DC for all saving throws (if any).
Base Attack Fort Bonus Save +0 +2 +1 +3 +2 +3 +3 +4 +3 +4 +4 +5 +5 +5 +6/+1 +6 +6/+1 +6 +7/+2 +7 +8/+3 +7 +9/+4 +8 +9/+4 +8 +10/+5 +9 +11/+6/+1 +9 +12/+7/+2 +10 +12/+7/+2 +10 +13/+8/+3 +11 +14/+9/+4 +11 +15/+10/+5 +12 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Special Invocation Abilities Known Eldritch Blast 1d6, Invocation (least) 1 Detect Magic, Eldritch Trait 2 Eldritch Blast 2d6 3 Decieve Item, Eldritch Trait 4 Eldritch Blast 3d6 4 Eldritch Trait, Invocation (lesser) 5 Eldritch Blast 4d6 6 Eldritch Trait 7 Eldritch Blast 5d6 8 Eldritch Trait 8 Eldritch Blast 6d6, Invocation (greater) 9 Eldritch Trait 10 Eldritch Blast 7d6 11 Eldritch Trait 12 Eldritch Blast 8d6 12 Eldritch Trait, Invocation (dark) 13 Eldritch Blast 9d6 14 Eldritch Trait 15 Eldritch Blast 10d6 16 Eldritch Trait, Eldritch Mastery 16
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th
Invocations (Sp): A warlock does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the wild energy that suffuses his soul. A warlock can use any invocation he knows at will, with the following qualifications: A warlocks invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just
as a spell can be ruined during casting. A warlock is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A warlock can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A warlocks invocations are subject to spell resistance unless an invocations description specifically states otherwise. A warlocks caster level with his invocations is equal to his warlo ck level. The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the warlocks Charisma modifier. The four grades of invocations, in order of their relative power, are least, lesser, greater, and dark. A warlock begins with knowledge of one invocation, which must be of the lowest grade (least). As a warlock gains levels, he learns new invocations, as summarized on the table above. A list of available invocations can be found following this class description, and a complete description of each invocation can be found in this document. At any level when a warlock learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or a lower grade. At 6th level, a warlock can replace a least invocation he knows with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At 11th level, a warlock can replace a least or lesser invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 16th level, a warlock can replace a least, lesser, or greater invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, greater, or dark). Finally, unlike other spell-like abilities, invocations are subject to arcane spell failure chance. Detect Magic (Sp): Beginning at 2nd level, a warlock can use Detect Magic at will. Their warlock level equals their caster level. Eldritch Trait: As a warlock gains levels, he learns to use his power in new ways. Starting at 2nd level, a warlock gains an eldritch trait. He gains another eldritch trait for every two levels of warlock attained after 2nd level. Unless otherwise noted, a warlock cannot select an individual trait more than once * Additional Invocation (Sp): You gain an additional invocation of at least one grade lower than the highest grade you are capable of using. A warlock must be of at least 6th level before selecting this eldritch talent. This talent may be taken multiple times. * Arcane Mimic (Sp): A warlock with this trait chooses one 1st through 3rd level sorcerer/wizard spell of his choice. He can cast that spell a number of times per day equal to his charisma modifier as a spell-like ability. A warlock must be of at least 6th level before
selecting this eldritch trait. This trait may be taken multiple times, but a different spell must be chosen each time. * Armored Invoker (Ex): A warlock with this trait can use invocations while wearing medium armor without suffering spell failure chance. A warlock must be of at least 8th level before selecting this eldritch trait. * Daunting (Ex): Once per day, a warlock with this trait can roll two dice when making an intimidation check, and take the better result. He must choose to use this trait before making the intimidation check. A warlock can use this trait one additional time per day for every 5 warlock levels he possesses. * Eldritch Resilience (Su): The warlock learns to harness eldritch power to heal his wounds. Once per day as a free action, the warlock enters a state that lasts for a number of minutes equal to his charisma modifier. During this time, the warlock has fast healing 1. A warlock must be of at least 8th level before selecting this eldritch trait. * Eldritch Scholar (Ex): You gain a +4 bonus to Knowledge (arcana), Knowledge (the planes), or Knowledge (religion). The trait may be taken multiple times, but each time you must choose a different knowledge skill. * Eldritch Veil (Su): You gain spell resistance equal to 6 + your warlock level. A warlock must be of at least 6th level before selecting this eldritch trait. * Familiar (Ex): A warlock with this trait gains a familiar as the familiar option of the wizards arcane bond class feature. This ability functions exactly like that part of the class feature, but the warlocks effective wizard level is his warlock level -4. A warlock must be of at least 6th level before selecting this eldritch trait. * Feat: A warlock may gain any feat that he qualifies for in place of a warlock trait. A warlock must be of at least 10th level before selecting this trait. This trait may be taken multiple times. * Hard to Fool (Ex): Once per day, a warlock with this trait can roll two dice when - making a sense motive check, and take the better result. He must choose to use this trait before making the sense motive check. A warlock can use this trait one additional time per day for every 5 warlock levels he possesses. * Honeyed Words (Ex): Once per day, a warlock with this trait can roll two dice when making a bluff check, and take the better result. He must choose to use this trait before making the bluff check. A warlock can use this trait one additional time per day for every 5 warlock levels he possesses. * Imbue Item (Su): A warlock with this trait can use his supernatural powers to create magic items, even if he doesn't know the spells required to make the item (although he must still have the appropriate Item Creation feat). He can substitute a Use Magic Device check (DC 15 + the spell level for arcane spells; DC 25 + the spell level for divine spells) in place of a required spell he doesn't know or cant cast. If successful, the warlock can
create the item as if he had cast the required spell. If the warlock fails, he cannot complete the item. A warlock must be of at least 12th level before selecting this trait. * Infernal Presence (Su): A warlock with this trait can instill fear in his enemies. A number of times per day equal to his charisma modifier, the warlock can release his eldritch power in a horrifying display, causing all enemies within 30 feet to make a will save (DC 10 + the warlocks level + the warlocks charisma modifier) or gain the frightened condition. Any creature that successfully makes its will save is immune to that warlocks infernal presence for 24 hours. This is a mind-affecting fear effect. A warlock must be of at least 16th level before selecting this eldritch trait. * Primordial Resistance (Ex): You gain resistance 5 to two energy types of your choice (acid, cold, fire, electricity, and sonic). A warlock must be of at least 4th level before selecting this eldritch trait. This trait may be taken multiple times, but each time you do your resistance to the two types you chose increases by 5. * Spell Replication (Sp): A warlock with this trait is able to cast an arcane spell he successfully identified using a spellcraft check and was the target of. During the warlocks next turn, he can cast the spell as a spell-like ability. The warlock must be the target of the spell, not simply within the area of effect. A warlock must be of at least 14th level before selecting this eldritch trait. * Warlocks Luck (Su): Once per day, a warlock may add his Charisma modifier to a saving throw before the results are known. A warlock can use this trait an additional time per day for every 5 warlock levels he possesses.
Deceive Item (Ex): At 4th level and higher, a warlock has the ability to more easily
commandeer magic items made for the use of other characters. When making a Use Magic Device check, a warlock can take 10 even if distracted or threatened.
Eldritch Mastery: When a warlock reaches 20th level, the eldritch power that he
commands infuses with his very being granting the warlock DR 10/cold iron. Finally, the warlocks command over eldritch power grants him one of the following features. Once this choice is made, it cannot be changed
blast shape increases to 40 feet from you. The range of your eldritch cone increases to 120 feet. * You gain a +2 bonus on attack rolls to hit an opponent with your eldritch blast.
Warlock Invocations
Warlocks choose the invocations they learn as they gain levels, much like bards or sorcerers choose which spells to learn. However, a warlocks arcane repertoire is even more limited than that of a sorcerer, and his invocations are spell-like abilities, not spells. In addition to its grade (least, lesser, greater, or dark), every invocation has a spell level equivalent, which is used in the calculation of save DCs and for other purposes. A least invocation has a level equivalent of 1st or 2nd; a lesser, 3rd or 4th; a greater, 5th or 6th; and a dark invocation has a level equivalent of 6th or higher (maximum 9th). The level equivalent for each invocation is given in its description. A warlock can dismiss any invocation as a standard action, just as a wizard can dismiss a spell.
A warlock may apply one eldritch essence invocation and one blast shape invocation to a single eldritch blast. The effective spell level of the blast is equal to the highest effective spell level among the eldritch essence and blast shape invocation applied. * Least Eldritch Essence Invocations - Frightful Blast: Target must make a will save or become shaken. - Hammer Blast: Eldritch blast deals normal damage to objects. - Sickening Blast: Target must make a Fortitude save or become sickened. * Lesser Eldritch Essence Invocations - Baneful Blast: Eldritch blast deals extra damage against specified creature type. - Beshadowed Blast: Target must make Fortitude save or become blind for 1 round. - Brimstone Blast: Blast deals fire damage and target must make Reflex save or catch fire. - Hellrime Blast: Blast deals cold damage and target must make Fortitude save or take a -2 penalty to Dexterity. * Greater Eldritch Essence Invocations - Bewitching Blast: Target must make Will save or be confused for 1 round. - Hindering Blast: Target of your eldritch blast must succeed on a Will save or be slowed for 1 round. - Noxious Blast: Target must make Fortitude save or be nauseated. - Repelling Blast: Target must make a Reflex save or be knocked back. - Vitriolic Blast: Blast ignores spell resistance and deals acid damage for several rounds. * Dark Eldritch Essence Invocations - Binding Blast: Target must make Will save or be stunned for 1 round. - Utterdark Blast: Target must make Fortitude save or gain two negative levels.
* Lesser Blast Shape Invocation - Eldritch Chain: Blast jumps from initial target to secondary targets. * Greater Blast Shape Invocation - Eldritch Cone: Blast takes the shape of a 30-foot cone. * Dark Blast Shape Invocation - Eldritch Doom: Blast affects all enemies within 20 feet.
Other Invocations
In addition to the potent blast shape and eldritch essence invocations, warlocks learn a number of others that enable them to perform many tricks and attacks. These invocations are briefly described below, and their full descriptions can be found in the Invocation Descriptions section of this document. * Least Invocations Baleful Utterance: Speak word of the Primal Speech and shatter objects as the shatter spell. Beguiling Influence: Gain bonus on Bluff, Diplomacy, and Intimidate checks. Breath of the Night: Create a fog cloud as the spell. Call of the Beast: Speak with animals and influence their behavior. Darkness: Use darkness as the spell. Devils Sight: See normally in darkness and magical darkness. Eldritch Pulse: Knock enemies nearby away from your location. Entropic Warding: Deflect incoming ranged attacks, leave no trail, and prevent being tracked by scent. Leaps and Bounds: Gain bonus on Acrobatic checks. Miasmic Cloud: Create a cloud of mist that grants concealment and fatigues those who enter. Otherworldly Whispers: Gain a bonus on Knowledge checks. See the Unseen: Gain see invisibility as the spell and darkvision. Serpents Tongue: Gain the scent ability, +5 bonus on saves against poison. Soulreaving Aura: As Reaving Aura, plus gain temporary hit points if nearby creature dies. Spiderwalk: Gain spider climb as the spell and you are immune to webs. Summon Swarm: Use summon swarm as the spell. Swimming the Styx: Gain swim speed and ability to breathe water.
* Lesser Invocations
- Charm: Cause a single creature to regard you as a friend. - Cold Comfort: You and nearby allies protected by endure elements. - Crawling Eye: Your eye leaves your head and grows spidery legs, enabling it to scout for you. - Curse of Despair: Curse one creature as the bestow curse spell, or hinder their attacks. - The Dead Walk: Create undead as the animate dead spell. - Disembodied Hand: Detach one of your hands and send it forth to manipulate objects and attack.
- Fell Flight: Gain a fly speed with good maneuverability. - Flee the Scene: Use short-range dimension door as the spell, and leave behind a major image. - Hungry Darkness: Create shadows filled with a swarm of bats. - Mask of Flesh: Touch attack imposes 1d6 Charisma penalty and transforms you to look like target. - Relentless Dispelling: As targeted dispel magic, with an additional targeted dispel magic next turn. - Voidsense: Gain blindsense 30 feet. - Voracious Dispelling: Use dispel magic as the spell, causing damage to creatures whose effects are dispelled. - Walk Unseen: Use invisibility (self only) as the spell. - Wall of Gloom: Use wall of gloom as the spell. - Witchwood Step: Walk on water and move through some obstacles unimpeded.
* Greater Invocations
- Caustic Mire: Acidic sludge slows progress, deals damage. - Chilling Tentacles: Use black tentacles as the spell, and deal extra cold damage to creatures in the area.
- Devour Magic: Use targeted greater dispel magic with a touch and gain temporary hit
points based on the level of spells successfully dispelled. - Enervating Shadow: Gain total concealment in dark areas and impose a Strength penalty on adjacent living creatures. - Hellspawned Grace: Transform into a Hellcat for 1 round/2 warlock levels. - Nightmares Made Real: Create illusory terrain that damages foes and allows you to hide. - Painful Slumber of Ages: Creatures fall asleep, take damage when awakened. - Tenacious Plague: Use insect plague as the spell, but the summoned locust swarm deals damage as a magic weapon. - Wall of Perilous Flame: Create a wall of fire as the spell, but half the damage from the wall results from supernatural power. - Warlocks Call: Use sending as the spell, but risk damage from recipient.
* Dark Invocations
- Casters Lament: Your touch can break enchantments, and you can counterspell. - Dark Discorporation: Become a swarm of bat-like shadows, gaining many benefits of the
swarm subtype.
- Dark Foresight: Use foresight as the spell, and communicate telepathically with a close
target of the effect. - Path of Shadow: Use shadow walk as the spell and speed up natural healing. - Retributive Invisibility: Use greater invisibility as the spell (self only) that deals damage in a burst if dispelled. - Steal Summoning: Take control of another casters summoned monster. - Word of Changing: Use baleful polymorph as the spell, but the effect could become permanent.
Invocation Descriptions
Baleful Utterance Least; 2nd You speak a single syllable of the Primal Speech (the language of creation), affecting an object or area as if by a shatter spell. If a creature is holding or wearing the target of the spell and the target is destroyed, the creature must make a Fortitude save or be dazed for 1 round and deafened for 1 minute by your terrible word. This is a sonic effect. Baneful Blast Lesser Invocation; 3rd; Eldritch Essence You transform your eldritch blast into a baneful blast. This blast deals an extra 2d6 points of damage against creatures of a specific type. You must select the creature type when you first gain this invocation, and you can't later change your mind (though you can take this invocation more than once, choosing a new creature type each time). You choose your creature type from the categories offered for a ranger's favored enemy, including a subtype if you choose humanoid or outsider. Beguiling Influence Least; 2nd You can invoke this ability to beguile and bewitch your foes. You gain a +6 bonus on Bluff, Diplomacy, and Intimidate checks for a period of 24 hours. Beshadowed Blast Lesser; 4th; Eldritch Essence This eldritch essence invocation allows you to change your eldritch blast into a beshadowed blast. Any living creature struck by a beshadowed blast must succeed on a Fortitude save or be blinded for 1 round. Bewitching Blast Greater; 4th; Eldritch Essence This eldritch essence invocation allows you to change your eldritch blast into a bewitching blast. Any creature struck by a bewitching blast must succeed on a Will save or be confused for 1 round in addition to the normal damage from the blast. This is a mindaffecting effect. Binding Blast Dark Invocation; 7th; Eldritch Essence You transform your eldritch blast into a binding blast. Any creature struck by a binding blast must succeed on a Will save or be stunned for 1 round. This is a mind-affecting effect. Breath of the Night Least; 1st A misty cloud of fog spreads in a 20-foot radius around you when you use this invocation, as the spell fog cloud. The fog does not block line of sight, but all creatures in the fog have concealment. A moderate wind or any fire larger than a torch immediately disperses the fog. The fog disperses on its own after 1 minute.
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Brimstone Blast Lesser; 3rd; Eldritch Essence This eldritch essence invocation allows you to change your eldritch blast into a brimstone blast. A brimstone blast deals fire damage. Any creature struck by a brimstone blast must succeed on a Reflex save or catch on fire, taking 2d6 points of fire damage per round until it takes a full-round action to extinguish the flames or the duration expires. The fire damage persists for 1 round per five class levels you have. For example, a 15th-level warlock deals 2d6 points of fire damage for 3 rounds after the initial brimstone blast attack. A creature burning in this way never takes more than 2d6 points of fire damage in a round, even if it has been hit by more than one brimstone blast. Call of the Beast Least; 2nd You gain a rapport with the beasts of the world. You gain the wild empathy ability as a druid of your warlock level and can communicate with animals as if under the effect of speak with animals. This effects lasts for 24 hours. Caster's Lament Dark Invocation; 8th You can produce a break enchantment effect (as the spell) with your touch. You can only attempt to affect any single magical effectan ongoing spell, a permanent transformation, a magic item, or the likeonce per 24-hour period. In addition, you can use caster's lament to counterspell another caster's spell (of 7th level or lower) as if casting greater dispel magic. Caustic Mire Greater Invocation; 4th You can use caustic mire as the spell (see below). If you use this invocation a second time while previous caustic mire is still present, the previous effect ends. Charm Lesser; 4th You can beguile a creature within 60 feet. The creature must succeed on a Will save or instantly come to regard you as its comrade. This is a language dependent ability. Other than these differences, this ability works as the charm monster spell. You can never have more than one target charmed at a time with this ability. If a second creature is charmed, you lose your hold on the first creature. Chilling Tentacles Greater; 5th This invocation allows you to conjure forth a field of soul-chilling black tentacles that ooze from the ground, groping for victims. This invocation functions identically to the black tentacles spell, except that each creature within the area of the invocation takes 2d6 points of cold damage each round. Creatures in the area take this cold damage whether or not they are grappled by the tentacles.
Cold Comfort Lesser; 2nd Your unnatural aura renders you partly immune to the ravages of the environment. You remain cool in hot weather and warm in cold weather, as the spell endure elements. Additionally, you radiate a small aura of warmth or cold; allies within 30 feet of you also benefit from this effect. This invocation lasts for 24 hours. Crawling Eye Lesser; 3rd One of your eyes leaves your head and sprouts spidery legs. You can see through the eye no matter where it goes, so you can use it to scout or spy. The eye can't crawl of its own volition, but you can direct it to move or climb up to 20 feet as a move action. Its Climb modifier is equal to your warlock level +8. You can direct a crawling eye in your space to climb back into your eye socket as a move action. When you use this invocation, your current and full normal hit point totals are reduced by 2 for as long as the eye is detached. The eye is considered a Fine creature with AC 20 and 2 hit points. Its Hide and Move Silently modifiers are equal to your warlock level. For all other purposes, its statistics are equal to yours. You can't cast most invocations or spells through the eye, but any spells or invocations that affect your sense of sightsuch as devil's sight, all-seeing eyes, or detect magic function through the eye as though it was still attached. If your crawling eye is destroyed, you are dazzled for 1d4 hours, during which time the eye regrows. (If you normally have only one eye, you are blinded instead.) At the end of this period, you regain the 2 lost hit points, and the dazzled condition ends. Only one of your eyes can be used for crawling eye at any time; if your crawling eye is destroyed, you can't use this invocation again until your eye regrows. Curse of Despair Lesser; 4th You can use this invocation to bestow a curse upon a touched opponent (as bestow curse). Even if the save against this ability succeeds, the creature takes a 1 penalty on attack rolls for 1 minute. Dark Discoloration Dark; 8th One with the powers of darkness, you learn to abandon your body. When you use this ability, you becomes a swarm of Diminutive, bat-like shadows that fills two 10-foot squares (or eight contiguous 5-foot squares, shapeable as you desire). The duration of this ability is 24 hours. In this swarmlike form, you gain the following characteristics and traits. Abilities: Your Strength score drops to 1, but your Dexterity score increases by 6. Armor Class: You lose any natural armor or armor bonuses to Armor Class. You gain a +4 size bonus to AC, and a deflection bonus to AC equal to your Charisma modifier.
Movement: You gain a fl y speed of 40 feet with perfect maneuverability. You can pass through openings a Diminutive creature could pass through. Swarm Traits: You are not subject to critical hits or flanking, and you are immune to weapon damage. You cannot be tripped, grappled, or bull rushed, and you cannot grapple an opponent. You are immune to any spell or effect that targets a specific number of creatures, except for mind-affecting spells and abilities. You take half again as much damage (+50%) from spells or effects that affect an area. Unlike other swarms of diminutive creatures, you are not vulnerable to wind effects. If reduced to 0 hit pointsor less, or rendered unconscious by nonlethal damage, you instantly return to your normal form in a square of your choice that was formerly covered by the swarm. Swarm Attack: You gain a swarm attack that deals 4d6 points of damage to any creature whose space you occupy at the end of your turn. Your swarm attack strikes as a magic weapon of your alignment. Distraction: Any living creature vulnerable to your swarm attack that begins its turn in a square occupied by your swarm must make a Fortitude save or be nauseated for 1 round. Spellcasting or concentrating on spells within the area of your swarm requires a Concentration check (DC 20 + spell level). Possessions: All of your worn or carried equipment and items become nonfunctional, absorbed into your new form. You can take only move actions (so you cannot use other invocations) while under the effect of dark discorporation. Dark Foresight Dark; 9th You can use foresight as the spell with this invocation. If you are within 100 feet of and have line of sight to the target of the ability, you can communicate telepathically with the target. Darkness Least; 2nd You can use darkness as the spell. The Dead Walk Lesser; 4th You can turn the bones or bodies of dead creatures into undead skeletons or zombies (as the animate dead spell). Unless you include the normal material component for the spell (an onyx gem worth 25 gp per Hit Die of the undead) as part of the process, undead created by this ability crumble into dust after 1 minute per caster level. Devil's Sight Least; 2nd You gain the visual acuity of a devil for 24 hours. You can see normally in darkness and magical darkness out to 30 feet.
Devour Magic Greater; 6th This invocation allows you to deliver a targeted greater dispel magic with your touch. You gain 5 temporary hit points for each spell level dispelled by this touch. For example, if you successfully dispel a wall of ice, you gain 20 temporary hit points. These temporary hit points fade after 1 minute and do not stack with other temporary hit points. If you devour a new spell, you can replace the old temporary hit points with the ones gained from the more recent spell, thus resetting the duration. You cannot devour your own invocations. Disembodied Hand Lesser Invocation; 4th One of your hands drops off at the wrist and floats in the air. You can use the hand in all ways as if it were still attachedmanipulating items, delivering attacks with a light or onehanded weapon, or even delivering a touch attack with a spell or invocation that you cast before it detaches. However, it requires you to expend the same action that would have been requiredpicking up an item takes a move action, making an attack takes a standard action, and so forth. The hand flies rather than crawls, but it can't move on its own. You can move the hand up to 30 feet through the air as a move action. You can direct a disembodied hand in your space to reattach to your arm as a move action. When you use this invocation, your current and full normal hit point totals are reduced by 5 for as long as the hand is detached. The hand is considered a Diminutive creature with AC 20 and 5 hit points. Its Hide and Move Silently modifiers are equal to your warlock level. For all other purposes, its statistics are equal to yours. If your disembodied hand is destroyed, it regrows in 1d4 hours. At the end of this period, you regain the 5 lost hit points. Only one of your hands can be used for disembodied hand at any time; if your disembodied hand is destroyed, you can't use this invocation again until your hand regrows. Eldritch Chain Lesser; 4th; Blast Shape This blast shape invocation allows you to improve your eldritch blast by turning it into an arc of energy that jumps from the first target to others. An eldritch chain can jump to one or more secondary targets within 30 feet of the first target, allowing you to make additional ranged touch attacks and deal damage to the secondary targets if you hit. You can jump the chain to one secondary target per five caster levels, so you can strike two additional targets at 10th level, three additional targets at 15th level, and four additional targets at 20th level. Each new target must be within 30 feet of the previous one, and you cant target the same creature more than once with the eldritch chain. If you miss any target in the chain, the eldritch chain attack ends there. Each target struck after the first takes half the damage dealt to the first target. This reduction in damage to secondary targets applies to any effect that increases the damage of your eldritch blast (such as vitriolic blast). You must make a separate spell penetration
Eldritch Cone Greater; 5th; Blast Shape This blast shape invocation allows you to invoke your eldritch blast as a 30-foot cone. The eldritch cone deals the normal eldritch blast damage to all targets within the area. This is not a ray attack, so it requires no ranged touch attack. Any creature in the area of the cone can attempt a Reflex save for half damage. Eldritch Doom Dark; 8th; Blast Shape This blast shape invocation allows you to invoke your eldritch blast as the dreaded eldritch doom. This causes bolts of mystical power to lash out and savage nearby targets. An eldritch doom deals eldritch blast damage to any number of targets designated by you and within 20 feet. This is not a ray attack, so it requires no ranged touch attack. Each target can attempt a Reflex save for half damage. Eldritch Pulse Least; 1st Eldritch energy coalesces around your body and then emits in a powerful blast, pushing nearby enemies further away from you. All foes of up to one size larger than the warlock within ten feet of the warlock must make a Fortitude save or be pushed back five feet. Foes who fail their Fortitude save also take 1d6 damage from the blast. Eldritch Spear Least; 2nd; Blast Shape This blast shape invocation extends your eldritch blast attacks to great distances. Eldritch spear increases the range of an eldritch blast attack to 250 feet with no range increment. Enervating Shadow Greater; 5th The dark powers cloak you and shield you from harm while draining vitality from nearby foes. This invocation grants you total concealment in any area that isnt brightly lit (it w ill not work in daylight or in the radius of a spell with the light descriptor). In addition, any living creature adjacent to you with this ability active must make a Fortitude save at the beginning of its turn or take a 4 penalty to Strength for 5 rounds. Once a creature is affected by enervating shadow, it cannot be affected again by your enervating shadow for 24 hours. The duration of this ability is 5 rounds, and it can be countered or dispelled by any light spell or effect of equal or higher level. Entropic Warding Least; 2nd When this invocation is activated, chaotic energies swirl about you, deflecting incoming arrows, rays, and other ranged attacks (as entropic shield). You leave no trail (as pass without trace) and cannot be tracked by scent. (You can still be detected normally by scent, just not tracked.) Fell Flight
Lesser; 3rd When you use this invocation, the powers of darkness bear you aloft as you sprout a -
streaming, wing-like cape of shadows. You can fl y at a speed equal to your land speed with good maneuverability for 24 hours. Flee the Scene Lesser; 4th You can use dimension door as a spell-like ability, although the range is limited to short (25 ft. + 5 ft./2 levels). When you use this ability, you leave behind a major image of yourself in your place that lasts for 1 round. The image reacts appropriately to attacks as if you were concentrating on it. Frightful Blast Least; 2nd; Eldritch Essence This eldritch essence invocation allows you to change your eldritch blast into a frightful blast. Any creature struck by a frightful blast must succeed on a Will save or become shaken for 1 minute. A shaken creature struck by a frightful blast is not affected by the shaken aspect of the blast but takes damage normally. Creatures with immunity to mindaffecting spells and abilities or fear effects cannot be shaken by a frightful blast. Hammer Blast Least; 2nd; Eldritch Essence You transform your eldritch blast into a hammer blast. The blast deals normal damage to objects, rather than half. Hellrime Blast Lesser; 4th; Eldritch Essence This eldritch essence invocation allows you to change your eldritch blast into a hellrime blast. A hellrime blast deals cold damage. Any creature struck by the attack must make a Fortitude save or take a 4 penalty to Dexterity for 10 minutes. The Dexterity penalties from multiple hellrime blasts do not stack. Hellspawned Grace Greater Invocation; 6th You take on the form and statistics of a hellcat for a number of rounds equal to 1/2 your warlock level. This is a polymorph effect (see page 91). If reduced to 0 or fewer hit points while in hellcat form, you can't use this invocation again for 1 hour. Hideous Blow Least; 1st; Blast Shape As a standard action, you can make a single melee attack. If you hit, the target is affected as if struck by your eldritch blast (including any eldritch essence applied to the blast). This damage is in addition to any weapon damage that you deal with your attack, although you need not deal damage with this attack to trigger the eldritch blast effect. Using this invocations provokes attacks of opportunity. Hindering Blast
Greater Invocation; 4th; Eldritch Essence You transform your eldritch blast into a hindering blast. Any living creature struck by a hindering blast must succeed on a Will save or be slowed for 1 round in addition to the -
normal damage from the blast. Hungry Darkness Lesser; 3rd You can create an area of shadow (as the darkness spell) that is filled with bats (as the bat swarm, page 30 of the Pathfinder Bestiary, except the swarm fills every square occupied by the darkness). The hungry darkness is stationary. You are immune to the attacks of your own hungry darkness, but you are still subject to the effect of the darkness. The hungry darkness remains as long as you concentrate on it (like concentrating on a spell), plus 2 rounds thereafter. If the bat swarm is destroyed, the darkness disappears as well. Leaps and Bounds Least; 2nd You invoke this ability to gain amazing agility. You gain a +6 bonus on Acrobatic checks for 24 hours. Mask of Flesh Lesser Invocation; 3rd Make a touch attack against a living creature of your size category. If you succeed, your physical appearance (including garb) changes to match his, as disguise self. In addition, when you use this invocation you can choose to bestow a 1d6 penalty to the touched creature's Charisma score. This penalty can't reduce the creature's Charisma below 1. A successful Will save by the target negates both effects. A creature that successfully saves can't be affected by your mask of flesh for 24 hours. Both effects last for 1 hour per warlock level; if you dismiss the invocation, both effects end. Miasmic Cloud Least; 1st A misty cloud of fog spreads in a 10-foot radius from you when you use this invocation. The fog does not block line of sight, but all creatures in the fog have concealment. Any creature (other than you) that enters the fog must make a Fortitude save or become fatigued. This effect lasts as long as the creature remains within the cloud and for 1 round thereafter. A moderate wind, or any fire larger than a torch, immediately disperses the fog. The fog otherwise lasts for 1 minute. Nightmares Made Real Greater Invocation; 5th You can use nightmare terrain as the spell (see new spells). In addition to the normal effect, all creatures within the area at the start of your turn take 1d6 points of damage if they do not succeed on Will saves to disbelieve the effect. If you use this invocation a second time while a previous nightmares made real is still present, the previous effect ends. Noxious Blast
Greater; 6th; Eldritch Essence This eldritch essence invocation allows you to change your eldritch blast into a noxious blast. Any creature struck by a noxious blast must make a Fortitude save or be nauseated for 1 minute.
Otherworldly Whispers Least; 2nd You hear whispers in your ears, revealing the secrets of the multiverse. You gain a +6 bonus on Knowledge (arcana), Knowledge (the planes), and Knowledge (religion) checks for 24 hours. Painful Slumber of Ages Greater Invocation; 6th You can use endless slumber as the spell (see below). Any creature awakened from this effect by anything other than a successful save takes damage equal to your warlock level (no save). Path of Shadow Dark; 6th This invocation allows you to use shadow walk as the spell. Each hour that you spend shadow walking with this ability, you regain hit points as if you had rested for a full day. Relentless Dispelling Lesser Invocation; 4th You can use the targeted version of dispel magic, as the spell. The round after you use this invocation, the target of the effect is subjected to another targeted dispel magic at the start of your turn (with no additional action required on your part). Repelling Blast Greater; 6th; Eldritch Essence This eldritch essence invocation allows you to change your eldritch blast into a repelling blast. Any Medium or smaller creature struck by a repelling blast must make a Reflex save or be hurled 1d65 feet (1d6 squares) directly away from you and knocked prone by the energy of the attack. If the creature strikes a solid object, it stops prematurely, taking 1d6 points of damage per 10 feet hurled, and it is still knocked prone. Movement from this blast does not provoke attacks of opportunity. Retributive Invisibility Dark; 6th You can use greater invisibility as the spell, but you can target only yourself with the invocation. If your retributive invisibility is dispelled, a shock wave releases from your body in a 20-foot radius burst. This shock wave deals 4d6 points of sonic damage to all creatures in the area and stuns them for 1 round (a Fortitude save halves the damage and negates the stunning effect). See the Unseen Least; 2nd When you use this invocation, you can activate great powers of vision, allowing you to see
invisible creatures and objects (as see invisibility). You also gain darkvision out to 60 feet for a period of 24 hours.
Serpent's Tongue Least; 2nd Your tongue transforms into that of a serpent, and you gain the scent ability. Additionally, you gain a +5 bonus on saves against poison. This invocations lasts for 24 hours. Sickening Blast Least; 2nd; Eldritch Essence This eldritch essence invocation allows you to change your eldritch blast into a sickening blast. Any living creature struck by a sickening blast must make a Fortitude save or become sickened for 1 minute. A sickened creature struck by a second sickening blast is not affected by the sickening aspect of the blast but still takes damage normally. Soulreaving Aura Least; 2nd You can use reaving aura as the spell. In addition to the normal effect, if any creature within 10 feet of you dies, you gain temporary hit points equal to its HD (maximum 10) for 1 round. Spiderwalk Least; 2nd You can grant yourself the ability to spider climb (as the spell) with a duration of 24 hours. While this invocation is in effect, you are unaffected by webs (either mundane or magical). Steal Summoning Dark Invocation; 6th You can use steal summoning as the spell (see below). Summon Swarm Least; 2nd You can use summon swarm as the spell with this invocation. Unlike the spell, this invocation has a duration of concentration instead of concentration + 2 rounds. Swimming the Styx Least; 2nd By channeling the fiendish and infamous river, you become and aquatic creature. Your hands and feet become slightly webbed, granting you a swim speed equal to your base land speed (and all other benefits derived from a swim speed, including a +8 racial bonus on Swim checks). You gain the ability to breathe water as well as air. This invocation lasts for 24 hours. Tenacious Plague Greater; 6th You can use this invocation to summon a swarm, as the insect plague spell. You add your Charisma modifier to the Fortitude save DC to resist the swarms distraction ability. The
attacks of any wasp swarm summoned by this ability are treated as magic weapons for the purpose of overcoming damage reduction.
Utterdark Blast Dark; 8th; Eldritch Essence This eldritch essence invocation allows you to change your eldritch blast into an utterdark blast. An utterdark blast deals negative energy damage, which heals undead creatures instead of damaging them (much like inflict spells). Any creature struck by the attack must make a Fortitude save or gain two negative levels. The negative levels fade after 1 hour. If a target ever has as many negative levels as Hit Dice, it dies. Vitriolic Blast Greater; 6th; Eldritch Essence This eldritch essence invocation allows you to change your eldritch blast into a vitriolic blast. A vitriolic blast deals acid damage, and it is formed from conjured acid, making it different from other eldritch essences because it ignores spell resistance. Creatures struck by a vitriolic blast automatically take an extra 2d6 points of acid damage on following rounds. This acid damage persists for 1 round per five class levels you have. For example, a 15th-level warlock deals 2d6 points of acid damage per round for 3 rounds after the initial vitriolic blast attack. Voidsense Lesser; 4th You can sharpen your hearing and sight when you use this invocation, gaining blindsense out to 30 feet for 24 hours. Voracious Dispelling Lesser; 4th You can use dispel magic as the spell. Any creature with an active spell effect dispelled by this invocation takes 1 point of damage per level of the spell effect (no save). Walk Unseen Lesser; 2nd You gain the ability to fade from view. You can use invisibility (self only), except the duration is 24 hours. Wall of Gloom Lesser Invocation; 2nd You can use wall of gloom as the spell (see new spells). Wall of Perilous Flame Greater; 5th You can conjure a wall of fire as the spell with this invocation. Half the walls fire damage results from supernatural power and is therefore not subject to being reduced by resistance to fire. If a creature is reduced to 0 hit points or lower by a wall of perilous flame, its remains are completely consumed 1 round later (as if by a destruction spell). Warlock's Call
Greater; 5th You can use this invocation to send a message as the sending spell. However, a creature unwilling to reply to you can attempt a Will save to turn the sending back on you, dealing 1d10 points of damage to you.
Witchwood Step Lesser Invocation; 3rd Your footsteps become supernaturally sure and supportive. Your movement is unaffected by undergrowth or rubble of any kind, and you are immune to being entangled. You can even walk on water, as the water walk spell. This invocation lasts for 24 hours. Word of Changing Dark; 5th You utter a powerful word that transforms a creature into an inoffensive form. This effect functions like the baleful polymorph spell, except that 24 hours after being transformed, the subject is entitled to a second saving throw (at its original save bonus) to spontaneously resume its normal form. If this second save fails, it remains in its new form permanently or until restored by some other means.
New Spells
Caustic Mire Conjuration (Creation) Level: Sorcerer/wizard 4 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft. /level) Area: 20-ft.-radius spread Duration: 1 round/level (D) Saving Throw: None Spell Resistance: No A foul sludge seeps out of the ground, coating the area before you. You cover the ground in an acidic slime, roughly the consistency of thick mud. The sludge is sticky; entering any square affected by caustic mire costs 2 squares of movement. In addition, each square entered deals 1d6 points of acid damage to the creature moving. A creature who stands in the area without moving from its space takes 1d6 points of damage per round at the end of its turn. The fumes rising out of caustic mire are flammable. Any effect that deals fire damage within an area of caustic mire deals an extra 1 point of damage per die (minimum +1 damage). Endless Slumber Enchantment (Compulsion) [Mind-Affecting] Level: Bard 5, sorcerer/wizard 6 Components: V, S, M Casting Time: 1 full round Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature Duration: Permanent Saving Throw: Will negates Spell Resistance: Yes
As you utter the final syllable, your foe's eyes roll up in her head. She falls, snoring softly even as she hits the ground. You put a single subject into a magically induced slumber that lasts indefinitely. Normal stimuli, such as shouting or prodding, are insufficient to wake the subject, but any damage dealt to the subject causes her to rouse immediately. The subject can attempt a new save every 24 hours to awaken early. The subject does not need to eat or drink during this time. Material Component: A pinch of black sand. Nightmare Terrain Illusion (Shadow) Level: Sorcerer/wizard 4 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: Five 10-ft. cubes + one 10-ft. cube/level (S) Duration: 1 round/level Saving Throw: Will disbelief (if interacted with) Spell Resistance: No You cloak your surroundings with phantasmagoric figures, creating a horrific dreamscape. You make any terrain look, sound, and smell like something out of a nightmare. Writhing vegetation, disembodied limbs, animated corpses, and smoking pits cover every surface. Miasmic vapors fill the air, along with various foul stenches. The nightmare terrain you create is mostly illusory, but the obstacles are partially real. Creatures within, entering, or viewing the area are entitled to Will saves to discern the illusion. Creatures that fail their saves become entangled. Regardless of the outcome of the save, creatures within 5 feet have concealment, while those 10 feet or farther away have total concealment. Furthermore, as long as you are within the area of this spell, you can attempt Stealth checks even while being observed. (Other creatures don't gain this benefit.) Reaving Aura Necromancy [Evil] Level: Assassin 1, cleric 1, sorcerer/wizard 1 Components: V Casting Time: 1 swift action Range: 10 ft. Area: 10-ft.-radius emanation, centered on you Duration: Instantaneous
The air around you turns black as it floods with negative energy. This spell deals 1 point of damage to every creature in the area that has 0 or fewer hit points. Stable creatures that were at 1 to 8 hit points become dying, while creatures at 9 hit points die immediately. This spell has no effect on creatures that have 0 or more hit points. Steal Summoning Conjuration (Summoning) Level: Sorcerer/wizard 6 Components: V, S Casting Time: 1 immediate action Range: Close (25 ft. + 5 ft. /2 levels) Target: One summoned creature Duration: Concentration (up to 1 round/level) + 1 round Saving Throw: None Spell Resistance: No With an act of will and the utterance of arcane syllables, you steal the nascent connection being formed between summoner and minion. You steal control of a creature as it is being summoned. If you succeed on a caster level check (DC 11 + the caster level of the summoner), you gain control over the target creature as if you had summoned it. You must cast this spell immediately after the spell or spell-like ability that summoned the target resolves, before the creature takes even a single action. If this spell's duration expires before the spell that summoned the creature ends, the target returns to its original master's control at that time. If the original master is no longer available to control it, it becomes free-willed until its original master returns. Wall of Gloom Illusion (Shadow) [Darkness, Fear, Mind-Affecting] Level: Sorcerer/wizard 2 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft. /level) Effect: Semi-opaque sheet of darkness up to 40 ft. long, or a ring of darkness with a radius of up to 15 ft.; either form 20 ft. high Duration: Concentration + 1 round/level Saving Throw: Will negates; see text Spell Resistance: Yes You create a barrier of ominous shadow that obscures vision and deters passage.
Creatures in squares adjacent to the wall have concealment against attacks from the other side, while creatures more than 1 square away have total concealment. Although the wall is not substantial, a creature with 6 or fewer Hit Dice must succeed on a Will save or be halted at its edge, ending its move action (though a creature can move away from the wall
or attempt to move through again if it has a second move action available). A creature can attempt to pass the wall any number of times, but each previous failure imposes a cumulative 1 penalty on its Will save. Wall of gloom counters or dispels any light spell of equal or lower level. Material Component: A bit of fleece from a black sheep.